Excalidraw Hierarchical Model Plan
Background & Goals
Introduce a fully in-memory hierarchical (tree) model on top of the existing flat elements[] storage for more efficient complex operations (queries, selection, collision), while keeping flat arrays as the persistence/collab projection. Gradually move to tree-first edits with flat projection.
Capabilities To Preserve
- z-index via fractional indices
- add/remove to frame
- group/ungroup
- bound texts (containerId)
- arrow bindings (start/endBinding)
- history (undo/redo) and collab (delta broadcast)
- load/save the flat array
Existing Reusable Capabilities
- Deltas & History:
element/src/delta.ts (ElementsDelta/AppStateDelta/StoreDelta), excalidraw/history.ts (HistoryDelta), auto rebind, text bbox redraw, z-index normalization.
- Store & Snapshot:
element/src/store.ts provides commit levels, batching, and delta emission.
- Scene & Relationships:
element/src/Scene.ts, element/src/frame.ts, element/src/groups.ts for frames and groups logic.
- Rendering:
excalidraw/renderer/staticScene.ts with order by fractional index.
- Restore/Import:
excalidraw/data/restore.ts.
Data Model & Invariants
- Node types:
ElementNode, logical GroupNode (id=groupId), FrameNode (bound to frame element). Table*Node reserved.
- Parent priority: container > group (deep→shallow) > frame > root; single parent per node.
- Groups must not span multiple frames.
- Drawing order remains by fractional index; the tree offers structural and sibling-order views only.
Flat→Tree Build (buildFromFlat)
- Input:
elements[]/elementsMap (optionally including deleted).
- Output:
{ nodesById, roots, orderHints, diagnostics }.
- Rules:
- Bound text attaches to its container; groups form deep→shallow parent chains from
groupIds; frame parent from frameId; otherwise root.
- Sibling order: ascending by the minimum
index across the node’s represented elements.
- Diagnostics: cross-frame groups, invalid container, cycles, missing refs (error/warn).
Tree → Flat Projection (flattenToArray)
- Input: tree, optional "apply recommended reorder".
- Output:
{ nextFieldsByElementId, reorderIntent? }.
- Rules:
frameId from nearest frame ancestor; groupIds nearest→farthest; containerId from nearest container.
- Do not change draw order by default; any reordering is applied by the caller via
Scene.insert* and syncMovedIndices.
Operations Mapping (Tree edits → Flat deltas)
- z-index: sibling reordering → index deltas; normalized with
syncMovedIndices.
- Frame membership: reparent to
FrameNode/root → frameId updates; cross-frame groups disallowed.
- Group/ungroup: modify
GroupNode structure → update groupIds chains.
- Bound text: reparent to container → update
containerId/boundElements; text bbox redraw handled by ElementsDelta.
- Arrow binding: does not change parentage; only update start/endBinding;
ElementsDelta handles rebind/unbind.
History & Collab
- Transactional edits on the tree via
HierarchyManager.begin/commit/rollback; commit projects to a minimal flat diff, wrapped as StoreDelta, and submitted via Store.scheduleMicroAction (IMMEDIATELY).
- Undo/redo uses
HistoryDelta; replay re-emits flat deltas for sync.
- Collab remains flat-delta based; peers rebuild the tree deterministically from flats.
Rendering Strategy
- Add a tree-backed rendering adapter beside
renderStaticScene behind a feature flag, preserving draw-order semantics (fractional index). In the short term, use the tree for selection/collision pruning (frame → group → element).
Challenges & Risks
- Cross-frame group handling (block or guided fix).
- Reorder consistency (tree sibling order vs fractional index).
- Collab conflicts (use
ElementsDelta.applyLatestChanges).
- Performance (build O(n), queries O(1)/O(k)); cache/incremental via
sceneNonce.
- Test coverage (round-trip, collab equivalence, history replay, deep groups/large frames/binding chains).
Phased Plan
- Phase 0 Rules & Contracts
- Lock invariants and priorities; define diagnostics (error/warn).
- Phase 1 Pure functions & Validation
- Implement
buildFromFlat, flattenToArray, validateIntegrity; cache by sceneNonce; add round-trip tests.
- Phase 2 Read-only integration
- Tree-backed selection and collision pruning; measure wins.
- Phase 3 Parallel render adapter
- Tree render adapter (flag) with preserved order semantics.
- Phase 4 Projection & Transactions
HierarchyManager.begin/commit/rollback; commit→StoreDelta→Store.
- Phase 5 Migrate operations
- Frame membership and group/ungroup → tree+projection; then bound text; optional z-index reorder intent.
- Phase 6 Extensions & Tables
- Introduce
Table*Node (in-memory first, then projection), with validation and UI.
Success Criteria
- Correctness: same flat → same tree; unchanged structure round-trip no-ops; existing operations equivalent.
- History/Collab: still record and broadcast minimal flat deltas; deterministic tree on peers.
- Performance: selection/collision candidate reduction on large scenes; build/query latency targets met.
- Rollback: feature flag to fall back to legacy path at any time.
Next Steps
- Finalize invariants and IO contracts; implement
buildFromFlat/flattenToArray and validateIntegrity; add round‑trip and failure-case tests; prototype read-only integration and render adapter.